Interactive Toy System and Methods

ABSTRACT

A system, method and apparatus for interactive play is provided. In an exemplary embodiment, an interactive toy is validated on a network. The validation includes the toy sending a code to a base-station, the base-station forwarding the code to a server on the network. The server sending a verification message to the base-station, which in communicated to the interactive toy. In another embodiment, accomplishments are sent to the server and additional functionality is imparted to the interactive toy based on these accomplishments. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims.

CROSS-REFERENCE TO RELATED CASES

This application is a continuation-in-part of co-pending U.S. patentapplication Ser. No. 11/726,454, filed Mar. 22, 2007, which is acontinuation-in-part of co-pending U.S. patent application Ser. No.11/540,369, filed Sep. 29, 2006, which is a continuation-in-part ofco-pending U.S. patent application Ser. No. 11/368,300, filed Mar. 3,2006, which is a continuation-in-part of co-pending U.S. patentapplication Ser. No. 11/255,852, filed Oct. 21, 2005. Priority isclaimed to these applications and they are incorporated by reference intheir entirety.

FIELD OF THE INVENTION

The present invention relates generally to an interactive system. Moreparticularly the present invention concerns a system, apparatus, andmethods for interactive play.

BACKGROUND OF THE INVENTION

Interactive toys have become increasingly popular in recent times.Children enjoy playing with toys that communicate or respond todifferent selections or prompts from the player.

For example, U.S. Pat. Nos. 6,663,393 (Ghaly) 5,607,336 (Lebensfeld etal.), 6,648,719 (Chan) and 6,585,556 (Smirnov) all disclose toys, dollsor action figures who act or respond based on some activation by theuser, or by the surrounding events.

SUMMARY OF THE INVENTION

The present invention provides a system, apparatus and methods forovercoming some of the difficulties presented above. In an exemplaryembodiment, a method of validation of an interactive toy, or storagemedium is provided. In this embodiment, the interactive toy communicatesa code to a base-station. The base-station communicates the code to aserver on the network. The server validates the code and responds to thebase station with a verification message. The base station sends averification message to the interactive toy. In response to receiving avalidation message, functionality is enabled on the interactive toy.

In a another embodiment a method of updating the functionality ofinteractive toys is provided. In this embodiment, once an interactivetoy has been validated a user can interact with the toy. Over time theinteractive toy will accrue an accomplishment point total based on theuser interactions. These accomplishments are communicated to the serverand once they exceed a predetermined threshold, additional functionalityis imparted to the interactive toy via the base-station.

In a still further embodiment, base-station apparatus is provided. Inthis embodiment, the base-station includes a network interfaceconfigured to communicate with a server on a network, such as theInternet. The base-station is further configured with a communicationstransceiver configured to communicate with interactive toys. When a newinteractive toy communicates with the base-station, the toy isauthenticated on the network. Additionally, the base-station isconfigured to send accomplishments to the server and receive additionalfunctionality from the server based on the accomplishments.

An additional provided embodiment is an interactive toy. The interactivetoy make take a plurality of forms. The toy includes a processor, amemory, a storage medium, and a communications transceiver. The toy maybe configured to authenticate itself on a network via a base-station anda server. Further, in some embodiments, the interactive toy may changeits functionality through the download of additional data and in someinstances software. The download may be initiated once an accomplishmentpoint total is achieved.

BRIEF DESCRIPTION OF THE DRAWINGS

Various embodiments of the present invention taught herein areillustrated by way of example, and not by way of limitation, in thefigures of the accompanying drawings, in which:

FIG. 1 is a perspective view of an interactive doll system according toone embodiment of the present invention with the doll shown positionedin the doll station;

FIG. 2 is a front perspective view of the doll station of the system ofFIG. 1;

FIG. 3 is a rear perspective view of the doll station of the system ofFIG. 1;

FIG. 4 is an exploded perspective view of the base of the doll stationof FIG. 1;

FIG. 5 is a block diagram illustrating the electrical components of thesystem of FIG. 1;

FIG. 6 is a rear perspective view of a doll according to one embodimentthat can be used with the system of FIG. 1;

FIG. 7 is a flow chart illustrating one possible flow of operation forthe system of the present invention;

FIG. 8A illustrates a chip that can be used in connection with anaccessory according to the present invention;

FIGS. 8B-8G illustrate various accessories that can be used with thesystem of the present invention;

FIG. 9 is a perspective view of a multi-doll system that utilizes theprinciples of the present invention;

FIG. 10A is a perspective view of an interactive doll system accordingto another embodiment of the present invention;

FIG. 10B is a block diagram illustrating the electrical components ofthe system of FIG. 10A;

FIG. 11 is a perspective view of an interactive toy system according toanother embodiment of the present invention;

FIGS. 12A-12C illustrate various accessories that can be used with thetoy system of FIG. 11;

FIG. 13 illustrates modifications that can be made to the teddy bear inthe system of FIG. 11;

FIG. 14 is a block diagram illustrating the electrical components of thesystem of FIG. 13;

FIG. 15 is an exploded perspective view of a toy system according to yetanother embodiment of the present invention;

FIG. 16 is a block diagram illustrating the electrical components of thesystem of FIG. 15;

FIG. 17 is a flow chart illustrating one possible flow of operation forthe system of FIGS. 15-16.

FIG. 18 illustrates an example of a play activity that can involve theincorporation of accessories;

FIG. 19 is a perspective view of the interactive doll system of FIG. 10Awith modifications made thereto;

FIG. 20 is a perspective view of an interactive doll system according toanother embodiment of the present invention;

FIG. 21 is a block diagram illustrating the electrical components of thesystem of FIG. 20;

FIG. 22 is a block diagram of the base station in FIG. 21;

FIG. 23 is an exploded perspective view of an interactive clothingsystem according to one embodiment of the present invention;

FIG. 24 is a block diagram illustrating the electrical components of thesystem of FIG. 23;

FIG. 25 is an exploded perspective view illustrating one example of theoperation of the interactive clothing system of FIG. 23;

FIG. 26 is a block diagram illustrating a modification that can be madeto the storage device of FIGS. 23 and 24;

FIG. 27 illustrates a network consistent with provided embodiments;

FIG. 28 illustrates the flow of a provided method;

FIG. 29 illustrates the flow of another provided method;

FIG. 30 illustrates an interactive play system consistent with variousprovided embodiments; and

FIG. 31 illustrates a base-station device consistent with variousprovided embodiments.

It will be recognized that some or all of the Figures are schematicrepresentations for purposes of illustration and do not necessarilydepict the actual relative sizes or locations of the elements shown. TheFigures are provided for the purpose of illustrating one or moreembodiments of the invention with the explicit understanding that theywill not be used to limit the scope or the meaning of the claims.

DETAILED DESCRIPTION OF THE INVENTION

In the following paragraphs, the present invention will be described indetail by way of example with reference to the attached drawings. Whilethis invention is capable of embodiment in many different forms, thereis shown in the drawings and will herein be described in detail specificembodiments, with the understanding that the present disclosure is to beconsidered as an example of the principles of the invention and notintended to limit the invention to the specific embodiments shown anddescribed. That is, throughout this description, the embodiments andexamples shown should be considered as exemplars, rather than aslimitations on the present invention. Descriptions of well knowncomponents, methods and/or processing techniques are omitted so as tonot unnecessarily obscure the invention. As used herein, the “presentinvention” refers to any one of the embodiments of the inventiondescribed herein, and any equivalents. Furthermore, reference to variousfeature(s) of the “present invention” throughout this document does notmean that all claimed embodiments or methods must include the referencedfeature(s).

As used herein, the term “doll” is not limited solely to a fashion dollor play doll, but encompasses figurines, action figures, toy animals,plush toys, miniature animals, or any miniaturized or toy version of anyliving creature.

Embodiments of the present invention provide an interactive toy systemwhich allows the user to enact real-life activities of a doll, animal,action-figure or similar creature. More specifically, the presentinvention provides a toy system 20 which provides for interactive playbetween the system 20 and the user. The user can select different playprograms which will program the doll or toy with certain emotions,responses or characters, and which will allow or direct the user toenact selected real-life activities for the doll or toy.

According to one embodiment of the present invention, the doll or toymerely functions as an object that is used by the player to enactselected real-life activities, and does not communicate or interact withthe player. According to this embodiment, the player communicates solelywith a base unit or doll station, which provides instructions ormessages to the player regarding how the real-life activities are to beenacted. The player then utilizes the doll or toy to carry out theenactment. In this embodiment, the doll or toy may communicateinteractively with the base unit or doll station, but will notcommunicate directly with the player.

FIG. 1 illustrates the basic components of an interactive play system 20according to one embodiment of the present invention. In its most basicform, interactive play system 20 includes a doll 22, a doll station 24and a storage device 26. However, as explained herein below, theinteractive play system 20 can also include a plurality of dolls 22, aplurality of doll stations 24, and a plurality of storage devices 26,all of which can be utilized to create a multi-variety interactive gamesystem.

The storage device 26 can have a housing 28 that houses any conventionaland well-known medium that includes a memory 30 (see FIG. 5) for storingdigital data. Memory 30 can be embodied in the form of a memory card orcartridge or any other conventional storage medium, including a RAM, aROM, or any writeable memory. Housing 28 can be ornamentally configuredaccording to a given theme (e.g., princess theme) for the system, andcan also include a communication (e.g., input/output) port 32 which isadapted to be removably coupled to a communication (e.g., input/output)port 34 at the doll station 24. Memory 30 can be adapted to storeprograms (software) for controlling the operation of doll station 24, asdescribed below. Memory 30 can also be adapted to store data that can betransferred to doll station 24. Such data can include verbal or writtenmessages, pre-recorded statements, sounds, music, light shows and othersimilar responses that can be displayed on the display screen 36 at dollstation 24, or emitted from speaker 38 at the doll station 24. As usedherein, display screen 36 and speaker 38 are mechanisms used by theinteractive play system 20 to present a message. In addition,interactive play system 20 can provide a plurality of different storagedevices 26, with each storage device 26 storing software and/or data fordifferent applications. For example, one storage device 26 can containsoftware and data directed to a princess doll application, anotherstorage device 26 can contain software and data directed to a beachapplication, another storage device 26 can contain software and datadirected to a party application, and another storage device 26 cancontain software and data directed to a safari application, amongothers, The player can vary his/her play variety by selecting thedesired storage device 26 for a desired application.

In addition, the storage device 26 can be coupled to a personal computerPC (see FIG. 5) to download new programs (either from the PC or from anetwork such as the Internet) that can be used to play the system 20. Inthis regard, the storage device 26 can be embodied in the form of a CDor other diskette.

In one embodiment doll station 24 is adapted to hold a doll 22 duringuse. Referring to FIGS. 2-3, doll station 24 has a base 40, a rear wall42, and a roof 44. Another embodiment of doll station 24 is illustratedin FIG. 4, the base 40 has a base housing 46 and a front panel 48. Thebase housing 46 defines an interior space 50 for holding the doll 22,and has an opening 52 in its front wall 54 for receiving the front panel48. Front panel 48 houses the electronics (see FIG. 5) of doll station24, which in some embodiments includes a processor 56 and memory 58.Memory 58 can be used to store basic operating instructions forprocessor 56, in which case the memory 58 can be embodied in the form ofa Random Access Memory (RAM) or Read Only Memory (ROM).

In one embodiment, memory 58 is used to store some or all of theprograms. In this embodiment memory 30 on storage device 26 is usedprimarily for storing data that can be utilized to control or change theoperation parameters of the programs stored in the memory 58. Referringto FIGS. 4 and 5, communication port 34, speaker 38 and display screen36 are provided on front panel 48, and are all coupled to the processor56. The front panel 48 can also include a control pad 60 and controlbuttons 62. Communications port 34 functions to allow data andinstructions to be transferred from the memory 30 in storage device 26to processor 56 in front panel 48. Display screen 36 functions todisplay words, images, colors, and patterns that are in response toinstructions or data. In one embodiment, display screen 36 displaysanimations and videos. In some embodiments the contents of displayscreen are provided by the storage device 26 or the doll 22.

In a further embodiment speaker 38 emits sounds to provide vocalinstructions and music. Speaker 38 and display screen 36 are bothcontrolled by processor 56. Control pad 60 and buttons 62 areadditionally coupled to processor 56 and may provide control signals toprocessor 56. One feature of this embodiment is that it allows a playerto control the operation of the interactive play system 20 byinteracting with control pad 60 and buttons 62. For example, the playercan press selected buttons 62, or control pad 60, to select desired playmodes or features, or to perform any of the play functions describedherein below.

Another embodiment is illustrated by referring back to FIG. 3. In thisembodiment base 40 is provided with a battery compartment accessed bybattery cover 64. Batteries 66 (see FIG. 5) can be housed inside thebattery compartment, and coupled to the electronics to power theoperation of doll station 24.

In one embodiment rear wall 42 extends from the top rear portion of base40, and is slightly curved to define a background wall for doll 22. Anoptional window 68 is provided, in some embodiments, in rear wall 42 forornamental or functional (e.g., provide access) purposes. In furtherembodiments, antenna 70 is provided in the rear wall 42 (see FIG. 3),antenna 70 is coupled to the electronics shown in FIG. 5 via wiring (notshown) that extends through base housing 46 and front panel 48.

Roof 44 is optional, and can be attached to the top of rear wall 42 toprovide a cover or shade for doll 22 when doll 22 is positioned insidethe doll station 24. In some embodiments a handle (not shown) isprovided on top of roof 44 to provide a mechanism for a user to carrydoll station 24.

In some embodiments, illustrated in FIG. 1, interior space 50 of base 40is adapted to hold a doll 22 with the doll 22 in the standing position.The doll 22 may be positioned in front of rear wall 42, and below roof44. A user can insert doll 22 into interior space 50 via the open frontspace defined by roof 44, base 40 and rear wall 42. Even though thepresent embodiment illustrates the doll 22 as being positioned in astanding position, in some embodiments base housing 46, rear wall 42 androof 44 are configured to accommodate doll 22 in any desired position(sitting, standing, etc.).

Another embodiment is illustrated in FIG. 6. In this embodiment doll 22is provided with a electronic chip 72 that is secured in slot 74 that iscut out from torso 76 of doll 22. Referring to FIG. 5, chip 72, in someembodiments, includes memory 78 that is coupled to controller 82 that isin turn coupled to antenna 80. Antenna 80, and associated transceiverelectronics, are adapted to communicate with the electronics in base 40via antenna 70 in rear wall 42. In addition, in some embodiments, asmall battery 84 is fitted into part of slot 74 and powers chip 72.Battery 84 can be embodied in the form of a small watch battery. In someembodiments, memory 80 in doll 22 contains data which identifies doll 22and certain characteristics of doll 22. These characteristics caninclude the name, age, height, weight, size, likes, dislikes, mood,requests, type of voice (low-pitch, high-pitch, soft, loud, etc.), andany other characteristic (e.g., shy, outgoing, gregarious, etc.) thatcan be ascribed to a doll. Data corresponding to desired characteristicscan be transferred from memory 80 to doll station 24 to activatedifferent responses (e.g., verbal or written messages, pre-recordedstatements, sounds, music, light shows, etc.) that can be displayed ondisplay screen 36 at doll station 24, or emitted from speaker 38 at dollstation 24. As a further alternative, memory 78 in chip 72 can containprograms relating to different activities that specific doll 22 canengage in, and these programs can be executed by processor 56.

In one embodiment when doll 22 is placed inside interior space 50 ofbase 40, antennas 70 and 80 are capable of communicating with eachother. In one non-limiting embodiment of the present invention, antennas70 and 80 are selected to be used with short-range communicationtechnologies that can only communicate wireless signals over a shortdistance. The use of such short-range communication technologies ensuresthat the doll 22 is positioned in, or in close proximity to, base 40before that particular doll 22 can be the subject of the activity. Onefeature of this embodiments is that the use of short range communicationtechnology allows base 40 to interact with multiple types of doll 22when each is in communication range of base 40. In embodiments wherelonger range communication technologies are used in a multi-dollinteractive play system 20, antenna 70 at base 40 can be receivingsignals from multiple dolls 22.

Next, the characteristics of the doll 22 are transferred to theprocessor 56 at doll station 24 (see step 102 below) and processor 56can identify doll 22. In addition, as described below, the user canselect a desired application by selecting one of a variety of storagedevices 26.

FIG. 7 is a flowchart that illustrates one non-limiting example of anactivity flow for the interactive play system 20. In a first block 100,doll 22 is placed inside interior space 50 of base 40. In block 102,processor 56 identifies doll 22 in the manner described above, andreceives the characteristics of doll 22. For example, interactive playsystem 20 can be provided with a plurality of different dolls 22 thatcan all be used with the same doll station 24. Thus, the identity ofdoll 22 is determined in block 102. Flow continues to block 104 where aplayer may select a storage device 26 and insert it into front panel 48.In block 106, processor 56 identifies selected storage device 26 (e.g.,via signals from memory 30 to processor 56 that are communicated viaports 32 and 34) and determines whether the selected storage device 26can be used with the selected doll 22. For example, some of storagedevices 26 have applications that cannot be used with some of the dolls22 in the interactive play system 20, and block 106 functions todetermine whether the player has selected a compatible storage device 26(i.e., application). If the selected storage device 26 is not compatiblewith the selected doll 22, the processor 56 will, in some embodiments,cause a message to be displayed on display screen 36, or announcedthrough speaker 38, in block 108. This informs the player that anincompatible storage device 26 has been selected. If the selectedstorage device 26 is compatible with the selected doll 22, in block 110,processor 56 will, in some embodiments, download different softwareprograms from memory 30 in storage device 26, and may display thevarious choices in the form of a menu on display screen 36. In block112, the player can select the desired program for play, which is thenexecuted in block 114. At the end of the execution of the selectedprogram, processing returns to block 112 where the player can againselect the next program for play.

Even though the flow of the present invention is described as includingthe use of a menu displaying various selections of programs, it is alsopossible to provide each storage device 26 with only one selection, sothat a menu would be unnecessary.

A variety of different programs can be provided for selection by theplayer. Many of these programs are adapted to allow the player to enactreal-life activities for doll 22, as if doll 22 were alive and goingthrough the normal daily activities of a living doll. These programs canbe based on any of the following: (i) the characteristics of doll 22that have been downloaded from memory 78 on chip 72, (ii) the nature ofthe environment portrayed by doll station 24, and (iii) the programsand/or theme of the selected storage device 26. These programs can alsobe independent of any of these parameters, and any of these parameterscan be used together or independent of each other. It is the provisionand selection of these parameters that allow the player to be able toenact the real-life activities of doll 22. The following are a fewnon-limiting examples of programs (enacting activities) that can bestored in memory 30 and/or 58 and/or 78 for play on doll station 24.

EXAMPLE 1

Processor 56 causes speaker 38 to emit an instruction, such as “I'mcold, please put a jacket on me”. The player then goes to his/her dollaccessories, takes a doll jacket and dresses doll 22 with a jacket.

EXAMPLE 2

Processor 56 causes speaker 38 to emit an instruction, such as “I wouldlike to go to the beach”. The player then takes doll 22 out of base 40and takes doll 22 to another doll station 24 that represents a beachenvironment, and inserts doll 22 into base 40 of the beach doll station24. The steps outlined in FIG. 7 are then executed with respect to thebeach doll station 24, and the play continues.

EXAMPLE 3

Processor 56 causes the speaker 38 to emit an instruction, such as “Iwould like to play with a friend”. The player then takes a different(second) doll 22 and places it adjacent the doll station 24 so that thetwo dolls 22 can supposedly play with each other. The steps outlined inFIG. 7 are executed with respect to the second doll 22 and the station24, and the play continues.

EXAMPLE 4

Processor 56 causes display screen 36 to display a colorful message,accompanied by music from speaker 38. This performance can reflect theidentity of doll 22. For example, if doll 22 is intended to be a happydoll, display screen 36 can be caused to display bright and colorfulimages, and speaker 38 can broadcast cheerful music. On the other hand,if doll 22 is intended to be an evil doll, display screen 36 can becaused to display malicious or dark images, and speaker 38 can broadcastsomber music. These performances can be used to reflect the attitude,character, emotions or mood of doll 22.

EXAMPLE 5

In one non-limiting embodiment, the accessories that accompany doll 22can be provided with electronic chips similar to chip 72 that allow forthe accessory to communicate with doll station 24. For example, FIGS. 5and 8A illustrate an electronic chip 172 that can be provided for usewith an accessory. The electronic chip 172 is coupled to antenna 180that is further coupled to memory 178 and controller 182. In oneembodiment memory 178 is memory 78 and controller 182 is controller 82.Antenna 180 allows the electronic chip 172 to communicate with processor56 via antenna 70. Memory 178 in chip 172 stores data identifying thecharacteristics of the intended accessory. Antenna 180 can be the sameas the antenna 80.

FIGS. 8B-8G illustrate various accessories that, in some embodiments,incorporate chip 172, such as hat 130 (FIG. 8B), hair brush 132 (FIG.8C), a pair of boots 134 (FIG. 8D), skirt 136 (FIG. 8E), blouse 138(FIG. 8F), and a pair of trousers 140 (FIG. 8G). Any of theseaccessories can be used or carried by doll 22. For example, doll 22could be wearing blouse 138 when it is placed inside base 40. Chip 172on blouse 138 would communicate with processor 56 (via antennas 70 and180) to identify blouse 138. If blouse 138 is not the correct blouse 138for the particular doll 22, processor 56 can cause a message to bedelivered (either via the speaker 38 and/or the display screen 36)stating that “the blouse does not belong to this doll”. As anotherexample, if the program decides that doll 22 is supposed to wear anotherarticle of clothing, the program can cause processor 56 to deliver amessage (via the speaker 38 and/or the display screen 36) stating that“I do not like to wear this blouse; please dress me with another articleof clothing”. The same play examples can be provided for any accessory.

Alternatively, a program from any of the memories 30, 58, 78, or 178 cancause speaker 38 or display screen 36 to emit an instruction, such as“Please give me my hair brush”. The player then takes hair brush 132 andplaces it in the doll's hand. The electronic chip 172 on hair brush 132would communicate with processor 56 (via antennas 70 and 180) toidentify hair brush 132. If the player inadvertently places the wrongaccessory (e.g., hat 130) on doll 22, processor 56 can cause speaker 38and/or display screen 36 to emit a message informing the player that thewrong accessory has been chosen.

FIG. 18 illustrates one non-limiting example of a play activity that caninvolve the incorporation of accessories. The image shown in FIG. 18 canbe shown on display screen 36 (or any of the display screens 36 c, 36 ddescribed below). FIG. 18 is an image on the screen 36 that illustratesdoll 22 inside a fashion store that sells shoes 134 and handbags 133, aswell as other accessories 131. These shoes 134 and handbags 133 arevirtual representations of actual shoes 134 and handbags 133 that aresupplied with the interactive play system 20. The player can then take aselected accessory (e.g., a pair of shoes 134) and dress or otherwiseassociate the actual doll 22 with the actual accessory. When shoes 134are worn by the doll 22, controller 182 on chip 172 of shoes 134 willcommunicate with processor 56 to identify the shoes 134 being worn. Theprocessor 56 will then cause display screen 36 to change the image shownin FIG. 18 to show the selected shoes 134 being removed from shelf 129(shelf 129 is a virtual shelf that only appears on display screen 36)and placed on to the feet of the virtual image of doll 22 on displayscreen 36. When the player removes shoes 134 from the feet of the actualdoll 22, the image on display screen 36 will replicate that activity.The player can select another pair of shoes 134 to be worn by the actualdoll 22, and the image on display screen 36 will again show thenewly-selected shoes 134 being removed from shelf 129 and placed on tothe feet of the virtual image of doll 22 on display screen 36.

Other play activities involving these accessories can include games andchallenges. For example, a program from any of the memories 30, 58, 78,or 178 can cause speaker 38 and/or display screen 36 to guide a userthrough a first activity (e.g., a game or challenge) where the user canaccumulate points for use in a second or subsequent activity (e.g., ashopping spree). For example, the user can accumulate points bycorrectly answering certain questions, successfully navigating a maze orother obstacle(s), or designing new fashion outfits. The program thenguides the user through a shopping spree where the user can visit anynumber of shops selling these accessories, and purchase any desiredaccessories using the points accumulated from the first activity. Forexample, if a user has accumulated fifty points, the user can allocatethese fifty points for use in purchasing different accessories fromdifferent shops, with each accessory having a different pointrequirement for purchase. As the user purchases these accessories, theuser can physically dress doll 22 with the tangible embodiment of theaccessory (e.g., the blouse 138) while interactive play system 20 checksto ensure that blouse 138 being worn by doll 22 corresponds to blouse138 that had been purchased.

EXAMPLE 6

The processor 56 causes speaker 38 to emit an instruction, such as “Iwant to dance”. The player then takes doll 22 out of base 40 and playswith doll 22, pretending that doll 22 is dancing. During this time,speaker 38 can be broadcasting dance music, and display screen 36 can bedisplaying bright lights and other images.

EXAMPLE 7

The processor 56 can recognize and store information relating to theprograms selected by the player, play patterns of the player, oranything related to the use and play of interactive play system 20. Thisinformation can be transferred to memory 30 in storage device 26 viaports 34 and 32. The player can select such recognition and storagefunctions by manipulating buttons 62 and/or control pad 60. Theinformation in memory 30 can then be transferred by storage device 26 toa PC where the information can be analyzed, processed and stored for anydesired purpose.

EXAMPLE 8

FIG. 9 illustrates the provision of a multi-doll interactive play system20 a, where a plurality of dolls 22 a (each of which can be the same inconstruction as doll 22) can be electrically coupled to a plurality ofdoll sub-stations 24 a (each of which can be the same in principle asbase 40). The sub-stations 24 a can be part of a larger doll station 24b. Each sub-station 24 a can have its own antenna or communicationdevice, but an additional antenna 70 a (or communication device) can beprovided to facilitate communication between doll station 24 b and any(or all) of dolls 22 a.

EXAMPLE 9

Memory 58 can contain programs that include diaries, directories andcalendars so that the user can input important dates, addresses, andentries for either the user or doll 22. A user can access these diaries,directories and calendars via front panel 48, or base unit 24 cdescribed below.

FIGS. 10A-10B illustrate another embodiment of system 20 c consistentwith various embodiments of the present invention where doll station 24is now replaced by a hand-held base unit 24 c. In particular, doll 22 c(which can be the same as doll 22) does not need to be positioned insideor adjacent a doll station 24, but can instead be positioned as astand-alone doll 22 c without a base station 24. The base unit 24 c caninclude all the functions and basic elements of doll station 24. Aseparate storage device 26 c (which can be the same as storage device26) can be inserted through a port 34 c (which can be the same as port34) in the housing 46 c of base unit 24 c. Similar to doll station 24,the base unit 24 c can also include a display screen 36 c, speakers 38c, and a control pad 60 c that can be the same as the correspondingelements in the doll station 24. An antenna 70 c can be provided in thehousing 46 c of the base unit 24 c for communicating with antenna 80 c(see FIGS. 10A and 10B) in doll 22 c.

The interactive play system 20 c can operate in the same manner asinteractive play system 20, as described above. Specifically,interactive play system 20 c allows a player to enact real-lifeactivities of doll 22 c, such as the activities described in Examples 1,4, 5, 6, 7 and 9 above. The interactive play system 20 c can alsoimplement the flowchart of FIG. 7.

Between the interactive play systems 20 and 20 c, the interactive playsystem 20 c may be better suited for use with a single doll 22 c, sothat base unit 24 c does not need to distinguish between signalsreceived from a plurality of dolls 22 c that are positioned inclose-enough proximity to the base unit 24 c. On the other hand,interactive play system 20 may be better suited to use with a pluralityof dolls 22 because the short-range communications technology used insome embodiments of interactive play system 20 allow doll station 24 todistinguish between different dolls 22.

In some embodiments, the accessories used with doll 22 c can alsoinclude patches of conductive ink. For example, in FIG. 10, dress 136 ccan be provided with patches of conductive ink 135 c which canincorporate circuitry and even an antenna. Thus, the conductive ink 135c can be used in lieu of the chip 172 that is provided for theaccessories in FIGS. 8B-8G.

FIG. 10B illustrates the electrical components of interactive playsystem 20 c, with the same elements in FIGS. 5 and 10B having the samenumeral designations except that a “c” has been added to thedesignations in FIG. 10B. In some embodiments, the interactive playsystems shown in FIGS. 5 and 10B are the same except that theinteractive play system 20 c in FIG. 10B can provide electrical contacts77 c and 177 c on doll 22 c and the accessory (e.g., dress 136 c),respectively. These contacts 77 c and 177 c form an electrical couplingbetween doll 22 c and the accessory (e.g., dress 136 c) so thatinteractive play system 20 c can accurately identify the specificaccessory that has been used with doll 22 c. In particular, controller182 c in chip 172 c of dress 136 c can communicate with controller 82 cin doll 22 c, which can in turn can communicate to processor 56 c theidentity of dress 136 c that has been connected. These contacts 77 c,177 c can be embodied using any of the concepts described in U.S. Pat.Nos. 6,648,719 and 6,719,604, whose entire disclosures are incorporatedby this reference as though set forth fully herein.

The principles of the present invention are not limited to actionfigures and fashion dolls only. FIGS. 11 and 12 illustrate anotherembodiment of an interactive play system 20 d that is consistent withvarious embodiments of the present invention where doll 22 c is nowreplaced by a teddy bear 22 d or other toy animal. The interactive playsystem 20 d also includes a base unit 24 d that, in some embodiments, isidentical to base unit 24 c, and a storage device 26 d that is identicalto storage devices 26 c and 26. Teddy bear 22 d can also include anelectronic chip (such as 72) and a battery (such as 84) to facilitateoperation and use in the same manner as for the dolls 22 and 22 cdescribed above. Thus, a player can enact the same activities describedabove for the teddy bear 22 d, including changing accessories andoutfits. For example, teddy bear 22 d can be provided with accessoriesthat incorporate an electronic chip 172 d, including a fork 132 d (seeFIG. 12A), a shirt 138 d (see FIG. 12B), and a pair of trousers 140 d(see FIG. 12C). These accessories are capable of communicating withstation 24 d in the same way that the accessories in FIGS. 10 10A-10Bare capable of communicating with the doll station 24 c.

In addition, as best shown in FIG. 13, teddy bear 22 d can be providedwith pivotable appendages 200 that are pivotably connected to otherappendages 200 to create movable limbs and body parts. These appendages200 can be controlled by gears (e.g., 202) that are operativelyconnected to a servo motor (not shown) housed in a motor unit 204. Themotor unit 204 can include an electronic chip (not shown) that, in someembodiments, is the same as electronic chip 72 in doll 22, and can alsoinclude an antenna 80 d. The motor unit 204 has a port 206 that canreceive another storage device 26 e. The storage device 26 e can containsoftware which imparts different characteristics to teddy bear 22 d, andwhich can be used in addition to the software stored in station 24 d andstorage device 26 d (i.e., that is used with station 24 d). For example,a plurality of different storage devices 26 e can be provided, eachdesigned to cause teddy bear 22 d to assume a different mood (e.g.,happy, sad, angry, etc.) or character (e.g., quiet, gregarious, etc.) ormotion (e.g., cause the appendages to move faster or slower, or todance, or to walk, etc.). A player can select a specific storage device26 e depending on the mood, character and/or motion desired for teddybear 22 d. Storage device 26 d can be used to enact a different activityfor teddy bear 22 d, with the activity carried out based on the chosenmood, character and/or motion determined by storage device 26 e.Alternatively, the different moods, characters and/or motions can beprogrammed into the memory (not shown) inside the motor unit 204(instead of providing a plurality of storage devices 26 e), and selectedby the player by actuating control buttons 208 on motor unit 204.

The teddy bear 22 d in FIGS. 11 and 13 can be modified to function as abase unit or station itself, so that the station 24 d can be omitted andthe elements of the station 24 d can be provided as part of teddy bear22 d. For example, a display screen 36 d, a speaker 38 d, a control pad60 d and control buttons 62 d can be provided on the teddy bear 24 d. Inthis embodiment, motor unit 204 houses a battery 66 d, a processor 56 dand a memory 58 d that are electrically coupled to the antenna 80 d, thedisplay screen 36 d, the speaker 38 d and the control buttons 62 d andcontrol pad 60 d in the manner illustrated in FIG. 14. Thus, when FIG.14 is compared with FIG. 5, these two interactive play systems 20 and 20d are essentially the same except that (i) antenna 80 d now functions asantenna 70, (ii) port 206 now functions as port 34, (iii) storagedevice(s) 26 e now function as storage device(s) 26 and 26 d, and (iv)electronic chip 72 in FIG. 5 has been omitted. In addition, eachelectronic chip 172 d be coupled to an antenna 180 d, controller 182 dand memory 178 d that correspond to antenna 180, controller 182 andmemory 178 in FIGS. 1-5 and 8A-8G, and each storage device 26 e caninclude a memory 30 e and port 32 e that correspond to the memory 30 andport 32 in FIGS. 1-5.

In some embodiments, the wireless connection via the antennas 80 d and180 d, is replaced by, electrical contacts 77 d and 177 d which areprovided on teddy bear 22 d and accessory (e.g., shirt 138 d),respectively. Referring to FIG. 14, contacts 77 d and 177 d can form anelectrical coupling between teddy bear 22 d and accessory (e.g., shirt138 d) so that interactive play system 20 d can accurately identify thespecific accessory that has been used with teddy bear 22 d. Inparticular, controller 182 d in electronic chip 172 d of shirt 138 d cancommunicate with processor 56 d in teddy bear 22 d, thereby indicatingto processor 56 d the identity of shirt 138 d that has been connected.

In some embodiments, interactive play system 20 d is modified to includea Personal Computer (“PC”) and a PC monitor 210. The antenna 70 d on thestation 24 d can communicate signals with antenna 212 on the PC or othercomputer, and the images displayed on screen 38 d can be replicated onmonitor 210. The PC can even be used to store programs, and to transferprograms to station 24 d for execution thereat.

The principles in FIGS. 13 and 14 can also be applied for use withsystems shown in FIGS. 1-10B. In particular, dolls 22 and 22 c can beprovided with appendages (similar to 200 in FIG. 13) so that a user canuse the doll station 24 or the station 24 c to move the appendages ondoll 22 or 22 c. This is illustrated in FIG. 19 using the interactiveplay system 20 c, where doll 22 c is shown as having movable limbs(e.g., 71 c and 73 c) that can be controlled by doll station 24 c. Insome embodiments, doll 22 c is provided with a speaker 75 c at themouth, a movable head 81 c, and blinking lights 83 c (e.g., an LED) atthe eyes so that doll 22 c can simulate a real-life human being byspeaking through speaker 75 c, blinking through lights 83 c, and movingits limbs 71 c, 73 c.

The doll systems shown and described in connection with FIGS. 1 and 10Acan be configured in a variety of different ways, with differentcomponents. FIGS. 20 and 21 illustrate yet another way of configuringthe doll system. The interactive play system 20 h in FIGS. 20 and 21 hasa doll 22 h that can be the same as doll 22 c, a station 24 h that canbe the same as the station 24 c (with the exceptions noted below), astorage device 26 h that can be the same as the storage device 26 c(with the exceptions noted below), and a doll station that has a base 40h, a rear wall 42 h, and a roof 44 h that can be the same as the base40, the rear wall 42, and the roof 44 in FIG. 1 (with the exceptionsnoted below), respectively. FIG. 21 illustrates the electricalcomponents of the system 20 h, with the same elements in FIGS. 5, 10Band 21 having the same numeral designations except that an “h” has beenadded to the designations in FIG. 21.

One difference between the interactive play system 20 h and theinteractive play systems 20, 20 c is in the communication modes betweenthe respective components. In some embodiments of the interactive playsystem 20 h, the base 40 h does not have the front panel 48 (which isnow incorporated into the base unit 24 h), but the base 40 h includesthe electrical components illustrated in FIG. 22, including an infraredtransmitter 90 h, a controller 92 h, a battery 94 h and a memory 98 hthat are interconnected in the manner shown in FIG. 22. Memory 98 h canbe used to store data, software and programs similar to data, softwareand programs that are stored in memory 58. The antenna 70 h in the rearwall 42 h can be electrically connected to the controller 92 h. Inaddition, an infrared receiver 96 h can be provided on the housing ofthe base unit 24 h and electrically connected to processor 56 h, so thatbase unit 24 h no longer has the antenna 70 c. The storage device 26 hcan further include an antenna 97 h that is coupled to a processor 99 hinside the storage device 26 h. The elements 30 h, 32 h, 58 h, 66 h, 72h, 80 h, 82 h, 78 h, 172 h, 180 h, 182 h, 178 h in FIG. 21 can beidentical to the elements 30, 32, 58, 66, 72, 80, 82, 78, 172, 180, 182,178 in FIG. 5, respectively.

The interactive play system 20 h operates in the following manneraccording to one non-limiting embodiment of the present invention. Thedoll 22 h communicates with the base station via antenna 80 h at doll 22h and antenna 70 h at the rear wall 42 h. The controller 92 h in base 40h receives these communications from antenna 70 h, and then communicateswith base unit 24 h via the infrared transmitter 90 h and the infraredreceiver 96 h to the processor 56 h.

The provision of an antenna 97 h at the storage device 26 h providesanother alternative form of communication. If the base station ismisplaced, omitted, or not used, doll 22 h can still communicate withstation 24 h. Specifically, doll 22 h can communicate with storagedevice 26 h via antenna 80 h at doll 22 h and antenna 97 h at storagedevice 26 h. The processor 99 h in storage device 26 h receives thesecommunications from antenna 97 h, and then communicates with station 24h via ports 32 h and 34 h.

The interactive play system 20 h can operate in the same manner as theinteractive play systems 20 and 20 c, as described above. Specifically,interactive play system 20 h also allows a player to enact real-lifeactivities of doll 22 h, such as the activities described in Examples 1,4, 5, 6 and 7 above. In some embodiments, interactive play system 20 himplements the functionality illustrated in flowchart of FIG. 7.

The principles in FIGS. 11 and 13-14 can be further extended to providean interactive constructional or building system. FIGS. 15-16 illustratea constructional system 20 f having a station 24 f that, in someembodiments, is similar to teddy bear 22 d in interactive play system 20e of FIG. 14 where teddy bear 22 d is itself a station. In thisembodiment, the station 24 f forms a basic building block upon whichother pieces 130 f, 132 f, 134 f can be connected or assembled to formdifferent resulting objects.

In some embodiments station 24 f includes all of the elements of thestation 24, including a battery 66 f, a processor 56 f, a memory 58 f, adisplay screen 36 f, a speaker 38 f, a control pad 60 f, a controlbutton 62 f and a port 34 f that can be the same as the correspondingelements in FIGS. 1-5. The station 24 f can also include an electricalcoupling 70 f for receiving a piece 130 f, 132 f, 134 f, etc. In someembodiments, coupling 70 f is similar to contacts 77 c and 77 ddescribed above. The storage device 26 f can include all of the elementsof the storage device 26, including a memory 30 f and a port 32 f. Inaddition, each of the pieces 130 f, 132 f, 134 f can correspond todifferent accessories 130, 132, 134, etc., in FIGS. 8B-8G, and in thisembodiment can represent a head 130 f, an arm 132 f and a leg 134 f.Each of these pieces 130 f, 132 f, 134 f can also include an electronicchip 172 f that can be the same as the electronic chip 172, and includethe corresponding coupling 177 f (which can be the same as coupling 177c and 177 d described above), controller 182 f and memory 178 f.

In one embodiment, the station 24 f includes software that is adapted torecognize the various pieces 130 f, 132 f, 134 f, etc. In addition, eachdifferent storage device 26 f can include software for guiding a playerin constructing a particular object. For example, memory 30 f in aspecific storage device 26 f can contain software for guiding the playerin constructing a dinosaur, and memory 30 f in another storage device 26f can contain software for guiding the player in constructing a bird.Alternatively, storage device 26 f can be omitted, and memory 58 f instation 24 f can store the different software that can be selected bythe player for guiding the player in constructing the different objects.

One possible use of the interactive play system 20 f is illustrated inthe flowchart of FIG. 17, which is educational in nature. In block 220,a player first selects the object to be constructed. This can beaccomplished by selecting a software that has been stored in memory 58f, or by selecting the desired storage device 26 f and inserting theselected storage device 26 f into port 34 f. Next, in block 222, theselected software will cause instructions or images to appear on displayscreen 36 f and/or through speaker 38 f illustrating the next piece(e.g., arm 132 f that needs to be connected to station 24 f. In block224, the player connects coupling 177 f of arm 132 f to the appropriatecoupling 70 f. In one embodiment coupling 70 f is an electrical coupling(e.g., an electrical contact) that allows controller 182 f in electronicchip 172 f of arm 132 f to communicate with processor 56 f in station 24f, thereby indicating to processor 56 f the identity of the piece thathas been connected. In block 226, processor 56 f checks to see if thecorrect piece has been connected. If yes, then processing proceeds toblock 230 to determine if the object has been completed. If the objecthas not been completed, processing returns to block 222 to issue thenext instructions or images for connecting the next piece. If at block226 it is determined that the incorrect piece has been connected,processing proceeds to block 228 where an error message is displayed (ondisplay screen 36 f) and/or broadcast (over speaker 38 f). Processingthen returns to block 222 where the same instruction or image isdisplayed or broadcast again. This continues until the desired objecthas been completed at block 230. The flowchart of FIG. 17 can alsoinclude an alternative block 232 where the player can use the completedobject in the same manner as teddy bear 22 d to enact real-lifeactivities for the completed object, according to the principlesdescribed above.

The interactive play system 20 f can be used to generate a variety ofdifferent activities. According to a second activity, memory 30 f instorage device 26 f or memory 58 f in base unit 24 f can store softwareand a database relating to the construction of different objects. Thisactivity allows the player to initiate the construction and then givesthe player choices as to what object(s) the player can assemble based onthe start initiated by the player. Thus, this activity is more creativeand interactive in nature. For example, in a first step, the playerconnects a piece (e.g., arm 132 f) to any coupling (e.g., 70 f) instation 24 f. Then, in the next block, the software will determine thedifferent objects that can be constructed based on the initial firstconnection, and will display the options to the player on display screen36 f, including instructions for assembling each option. The player cancontinue to connect additional pieces, and as each additional piece isconnected, the software will update its identification of the connectedpieces from its database, and cause display screen 36 f at station 24 fto display new and updated options for the player. This processcontinues until an object is completely assembled, and even at thatpoint, the player can continue to connect additional pieces, while thesoftware will continue to search its database for possible new objectsthat can be built. This activity allows the player to engage in either(i) a challenging and creative interactive building game where theplayer attempts to outwit the interactive play system 20 f in buildingan object, or (ii) an instructional interactive game where theinteractive play system 20 f can guide the player in building one ofmany different objects.

As a non-limiting example, even though the present invention illustratesthe use of antennas to facilitate communication between doll station 24and doll 22 and accessories, it is also possible to use wires and otherknown electrical couplings to facilitate such communication. Also, thewired communication between ports 32 and 34 can be replaced by wirelesscommunication utilizing separate antennas at the locations of ports 32and 34.

In other embodiments of an interactive play system 20 full-size clothingand accessories may interact with interactive play system 20. As usedherein the term full-size refers to non-toy sized accessories. Forexample, clothing and carried articles, such as a backpack, that aredesigned for use by a person playing with interactive play system 20.Further, in some embodiments, these full-size items provide aninteractive experience to a user that is independent of interactive playsystem 20.

FIG. 23 illustrates the basic components of an interactive system 1020according to one embodiment of the present invention. In its most basicform, system 1020 includes an article of clothing 1022, a hand-held unit1024 and a storage device 1026. The clothing 1022 can be a shirt, avest, a hat, a pair of trousers, or any other conventional article ofclothing or accessory. The system 1020 can include more than one item ofclothing 1022, but for simplicity's sake, the present invention will bedescribed herein below in the context of one article of clothing 1022.

The storage device 1026 can have a housing 1028 that houses anyconventional and well-known medium that includes a memory 1030 (see FIG.24) for storing digital data. The memory 1030 can be embodied in theform of a memory card or cartridge or any other conventional storagemedium, including a RAM, a ROM, or any writeable memory. The housing1028 can be configured to include a communication (e.g., input/output)port 1032 which is adapted to be removably coupled to a communication(e.g., input/output) port 1034 at the hand-held unit 1024. The memory1030 can be adapted to store programs (software) for controlling theoperation of the hand-held unit 1024, as described below. The memory1030 can also be adapted to store data that can be transferred to thehand-held unit 1024. Such data can include verbal or written messages,pre-recorded statements, sounds, music, light shows and other similarresponses that can be displayed on the display screen 1036 at thehand-held unit 1024, or emitted from the speaker 1038 at the hand-heldunit 1024. As used herein, the display screen 1036 and the speaker 1038are mechanisms used by the system 20 to present a message. In addition,the system 1020 can provide a plurality of different storage devices1026, with each storage device 1026 storing software and/or data fordifferent applications. For example, one storage device 1026 can containsoftware and data directed to an environmental application (e.g., formeasuring and broadcasting temperature or other environmentalconditions), another storage device 1026 can contain software and datadirected to an entertainment application (e.g., for playing certainmusic or a video), and another storage device 1026 can contain softwareand data directed to a game, among others. The player can vary his/herplay variety by selecting the desired storage device 1026 for a desiredapplication.

In addition, storage device 1026 can be coupled to a personal computer(“PC”) (see FIG. 24) to download new programs (either from the PC orfrom the Internet) that can be used to play the system 1020. In thisregard, storage device 1026 can be embodied in the form of a CD, acartridge or other diskette.

In an exemplary embodiment, the electronics (see FIG. 24) of thehand-held unit 1024 includes a processor 1056 and a memory 1058. Thememory 1058 can be used to store basic operating instructions for theprocessor 1056, in which case the memory 1058 can be embodied in theform of a RAM or ROM. Alternatively, memory 1058 can be used to storesome or all of the programs, with memory 1030 on storage device 1026used primarily for storing data that can be utilized to control orchange the operation parameters of the programs stored in memory 1058.The communication port 1034, speaker 1038 and display screen 1036 areprovided in housing 1048 of hand-held unit 1024, and are all coupled tothe processor 1056. The housing 1048 can also include a control pad 1060and control buttons 1062. The port 1034 functions to allow data andinstructions to be transferred from memory 1030 in storage device 1026to processor 1056 in housing 1048. The screen 1036 functions to displaywords, images, colors, and patterns that are in response to instructionsor data provided by storage device 1026 or clothing 1022. The speaker1038 emits sounds to provide vocal instructions and music. The speaker1038 and screen 1036 are both controlled by processor 1056. The controlpad 1060 and buttons 1062 are coupled to processor 1056 to providecontrol signals to processor 1056, so that a player can control theoperation of interactive system 1020 by controlling pad 1060 and buttons1062. For example, a player can press selected buttons 1062, or controlpad 1060, to select desired modes or features, or to perform any of theoperational functions described herein below.

In addition, an antenna 1070 can be provided in housing 1048, withantenna 1070 coupled to the electronics shown in FIG. 24. In addition,housing 1048 in some embodiments is provided with a battery compartmentaccessed by a battery cover (not shown). Conventional batteries 1066(see FIG. 24) can be housed inside the battery compartment, and coupledto the electronics to power the operation of the hand-held unit 1024.

Even though the term “hand-held” is used to describe the unit 1024, theunit 1024 can be hand-held, or can be a main unit that is secured to anystationary or larger object, such as the dashboard of an automobile, acabinet or piece of furniture, the wall of a building, etc. As describedherein, the unit 1024 is essentially a control unit.

The clothing 1022 is provided with a chip 1072 that allows for clothing1022 to communicate with hand-held unit 1024. For example, FIG. 24illustrates an electronic chip 1072 that can be provided for use with anarticle of clothing 1022. The chip 1072 includes a memory 1078 that iscoupled to a controller 1082 that is in turn coupled to an antenna 1080.The antenna 1080 is adapted to communicate with the electronics in thehand-held unit 1024 via the antenna 1070 in the housing 1048. In someembodiments, memory 1078 in electronic chip 1072 contains data which isrelevant to the designated activity, and can include, but is not limitedto information relating to the article of clothing 1022, the game beingplayed, a condition being measured (e.g., temperature), etc. This dataor information can be transferred from memory 1078 to hand-held unit1024 to activate different responses (e.g., verbal or written messages,pre-recorded statements, sounds, music, light shows, etc.) that can bedisplayed on display screen 36, or emitted from speaker 1038, athand-held unit 1024. As a further alternative, memory 1078 in electronicchip 1072 can even contain programs relating to different activitiesthat the user can engage in, and these programs can be transferred toprocessor 1056 during operation.

In various embodiments, an electronic device 1085 can be attached to theclothing 1022, and electrically coupled to controller 1082. Theelectronic device 1085 can be a sensing device (e.g., a temperaturesensor for measuring temperature, a CCD sensor for capturing images), ora speaker, or a display screen, among others.

The clothing 1022 can also include patches of conductive ink that arewell-known in the art. For example, in FIG. 23, the clothing 1022 can beprovided with patches of conductive ink 1075 which can incorporatecircuitry and even an antenna, as is well-known in the art. Thus, theconductive ink 1075 can be used in lieu of the chip 1072.

Some embodiments of the interactive system 1020 operate in the followinggeneral manner. The clothing 1022 communicates with unit 1024 viaantennas 1080 and 1070. The processor 1056 in unit 1024 receives thesecommunications from antenna 1070, and then displays images at displayscreen 1036 and/or broadcasts sounds or music at speaker 1038 that aredependent upon the data being communicated by clothing 1022 to unit1024. The communication can be initiated by either controller 1082 orprocessor 1056, with initiating controller 1082 or processor 1056directing a communication signal to be sent via antennas 1070, 1080 toother of processor 1056 or controller 1082. Any of the conventionalcommunication protocols can be used to facilitate the initiation of thecommunication, and the continued communication between, processor 1056and controller 1082.

The storage device 1026 can provide another alternative form ofcommunication. In this embodiment, storage device 1026 b furtherincludes an antenna 1097 b and communication electronics that arecoupled to processor 1099 b inside storage device 1026 b, as best shownin FIG. 26. The clothing 1022 can communicate with storage device 1026 bvia antenna 1080 at clothing 1022 and antenna 1097 b at storage device1026 b. The processor 1099 b in storage device 1026 b receives thesecommunications from antenna 1097 b, and then communicates with unit 1024via the ports 1032 b and 1034. The memory 1030 b can be coupled to theprocessor 1099 b. The memory 1030 b and port 1032 b can be the same asthe memory 1030 and the port 1032, respectively.

The following are some examples illustrating how the interactiveclothing system 1020 can be used.

EXAMPLE 1

The electronic device 1085 can be a camera which takes photographs whenactuated by a switch (not shown) provided on clothing 1022 andelectrically coupled to the camera. The captured image(s) can then betransmitted (via the antennas 1080 and 1070) to the processor 1056 to bedisplayed by display screen 1036. The captured image(s) can be stored inmemory 1078, or transferred to memories 1058 and/or 1030. This cameracan be a hidden camera that appears to be a badge or accessory that ispart of the clothing item 1022, and be suited for use in police orinvestigative work. The camera can even be positioned on the rear of ashirt or trouser so that the user can hold the unit 1024 as he/she iswalking so that he/she can see if anyone is following him/her withoutturning the head. If used in this manner, the camera can operate as asafety device.

EXAMPLE 2

In one embodiment the electronic device 1085 is a thermometer whichmeasures the temperature of the environment. The measured temperature(s)can be stored in memory 1078, and/or transmitted (via the antennas 1080and 1070) to the processor 1056 to be displayed by the display screen1036 or broadcast by the speaker 1038. In one application, the programin memory 1058 that is executed by the processor 1056 will onlybroadcast or display a temperature only if the temperature exceeds orfalls below a certain threshold. Thus, in this application, the system1020 will be used as a warning or notification device that notifies theuser of a potentially dangerous situation. For example, amountain-climber might wear a jacket having chip 1072, with electronicdevice 1085 measuring the temperature, wind chill, wind speed or otherenvironmental condition, and then issuing a warning at the unit 1024 ifa particular condition exceeds or falls below a certain threshold. Thecaptured environmental condition can even be stored in memory 1078, ortransferred to memories 1058 and/or 1030.

EXAMPLE 3

The interactive system 1020 can be used to match the colors or styles ofdifferent items of clothing 1022, or to locate items of misplacedclothing. In this Example, electronic device 1085 on clothing 1022 canbe a sensor that will detect the motion, environment, or othermeasurable characteristic, and will convey the information to hand-heldunit 1024 via antennas 1070 and 1080.

For example, a clothing line can provide electronic chips 1072 in all ofits clothing 1022 sold to customers. Each item of clothing 1022 has achip 1072, with memory 1078 in chip 1072 pre-programmed to containinformation about that particular item of clothing 1022 and that line ofclothing. For example, a designer can pre-program certain desiredmatches (e.g., a particular top with a particular skirt or a particularpair of shoes), and certain undesirable matches, into memory 1058 atunit 1024 or even in memory 1030 at storage device 1026. When a userputs on two or more items of clothing 1022 from the same line,controller 1082 in chip 1072 at the items of clothing 1022 willcommunicate their identities to processor 1056 at unit 1024 (via theantennas 1080 and 1070), and processor 1056 will determine whether theselected clothing items are a desirable match, and communicate to theuser via speaker 1038 or display screen 1036.

The user can also use this system to locate misplaced clothing 1022. Forexample, the identities of all clothing items having a chip 1072 can bestored in memory 1058 or memory 1030. If the user cannot find aparticular item of clothing 1022, the user can use control pad 1060 andcontrol buttons 1062 on unit 1024 to instruct the processor 1056 tolocate clothing 1022. The processor 1056 would then communicate withcontroller 1082 (via the antennas 1070 and 1080) on the particularclothing 1022, and controller 1082 would cause a speaker (i.e., anelectronic device 1085) to emit beeps or other sounds so that the usercan be led to the location of the clothing 1022.

EXAMPLE 4

In one embodiment the system can be used as a single user game. In thisembodiment, clothing 1022 can contain a number of touch pads provided indifferent colors (i.e., as an electronic device 1085), and a game can bestored in any of memories 1030, 1058 and 1078. The unit 1024 canbroadcast instructions via its display screen 1036 or its speaker 1038,such as “touch the red patch” or “touch the green patch”, and the userwill attempt to touch the correct touch pad, earning points for eachsuccessful touch. The electronic device 1085 on clothing 1022 can alsoinclude a sensor that will detect the motion, environment, or othermeasurable characteristic, and will convey the information to thehand-held unit 1024 via antennas 1070 and 1080.

The same game can be modified to be more educational, for example, byproviding touch pads on different parts of a long-sleeve shirt. The unit1024 can broadcast instructions via its display screen 1036 or itsspeaker 1038, such as “touch your shoulder”, or “touch your chest” or“touch your back”, and the child will attempt to touch a correct touchpad that is located at the correct body area, earning points for eachsuccessful touch. This game can be effective in teaching toddlers theirbody parts.

EXAMPLE 5

In another embodiment the interactive system 1020 can be used as amulti-user game. A game can be stored in either memory 1030 or memory1058. A first player wears clothing 1022, and a second player controlsthe unit 1024. The first player can attempt to run around in anirregular (or regular) manner, and the first player's movement will bedisplayed on display screen 1036 (via communication through antennas1080, 1070 and processor 1056). Many different games can be played basedon tracking the movement of the first player. For example, the secondplayer can manipulate control buttons 1062 and control pad 1060 in anattempt to catch the image of the first player on display screen 1036.As another example, the game can be a version of a “hide-and-seek” gamewhere the second player cannot see where the first player is, but cantrack the location of the first player on display screen 1036. Thesegames can be extended to more than two players, where two or moreplayers, each wearing a different clothing 1022, can be moving aroundand being tracked by a separate player who manipulates the unit 1024.The electronic device 1085 on clothing 1022 can also include a sensorthat will detect the motion, environment, or other measurablecharacteristic, and will convey the information to hand-held unit 1024via antennas 1070 and 1080.

EXAMPLE 6

In this embodiment, the system 1020 can be used in lieu of security tagson merchandise. Each merchandise can contain a chip 1072, and when apurchaser pays for clothing 1022, the cashier utilizes a main unit 1024to identify the clothing 1022 that is being purchased, which willdisable an alarm (e.g., the electronic device 85). If a thief removesclothing 1022 from the store without disabling the alarm, then the alarmwill activate when the thief passes the security zone.

EXAMPLE 7

FIG. 25 illustrates how an embodiment of the interactive system 1020 canbe implemented when the article of clothing 1022 is a pair of shoes 1022a. The shoe 1022 a can have a chip 1072 a that can be the same as chip1072. As shown in FIG. 25, the user U can wear the shoe 1022 a during anactivity, such as dancing, jogging, and walking, among others. Theelectronic device 1085 on shoe 1022 a can be a sensor that will detectthe motion, environment, or other measurable characteristic, and willconvey the information to hand-held unit 1024 via antennas 1070 and1080.

For example, interactive system 1020 can be used as part of a real-timevirtual simulation system where the user U wears shoe 1022 a and goes ona walk or a jog. As the user U walks, the sensor detects the speed ofthe walking or jogging motion, and communicates with unit 1024 todisplay images on the display screen 1036 correlating to the motion. Theimages can depict the user walking through a scenic forest, or a hikingtrail, or other virtual scene. The speed through which the user is shownnavigating through the scene will depend upon the speed of the motion ofshoe 1022 a. The speaker 1038 can be used to broadcast soothing andrelaxing music relating to the activity or scene.

As another example, the system can be used to detect environmentalcharacteristics associated with the ground. In this example, the user Uwears the shoe 1022 a and the sensor detects the temperature or otherenvironmental characteristic, which is then communicated to unit 1024where it can be displayed on display screen 1036 or broadcast viaspeaker 1038.

As yet another example, the system can be used to simulate a danceperformance. In this example, the user U wears shoe 1022 a and begins adance routine. As the user U dances, the sensor detects the dancingmotion, and communicates with unit 1024 to display images on the displayscreen 36 correlating to the dancing motion. The images can depict theuser doing his/her dance routine, while the speaker 1038 can be used tobroadcast music that accompanies the selected dance.

In all the above embodiments and Examples, processor 1056 can alsorecognize and store information relating to the programs selected by theplayer, play patterns of the player, or anything related to the use andplay of the system 1020. This information can be transferred to memory1030 in storage device 1026 via ports 1034 and 1032. The player canselect such recognition and storage functions by manipulating controlbuttons 1062 and/or control pad 1060. The information in memory 1030 canthen be transferred by storage device 1026 to a PC where the informationcan be analyzed, processed and stored for any desired purpose.

The system 1020 can even be modified to include a PC and a PC monitor.The antenna 1070 on unit 1024 can communicate signals with an antenna onthe PC or other computer, and the images displayed on the screen 1038can be replicated on the monitor. The PC can even be used to storeprograms, and to transfer programs to the unit 1024 for executionthereat.

As a further example, the PC can be used to connect to the Internet forcommunicating with other units 1024 at distant locations. For example,some of the activities described hereinabove for interactive system 1020can be controlled by a user at a distant or remote location. One exampleis the multi-user game described in Example 5 above. The second playercan be in a remote or distant location with the signals beingcommunicated from clothing 1022 worn by the first player to unit 1024located near the first player, and then from unit 1024 to a PC whichthen transmits these signals via the Internet to a PC where the secondplayer is located.

Various provided embodiments utilize communication technologies andnetworks. When embodiments refer to communications via antennas one ofordinary skill will understand that there are communicationstransceivers coupled to the antennas. As is known in the art, networkscan be classified in a number of ways. A network may be classified bythe range supported by the underlying technology. For example, somenetwork technologies are designed to provide communication acrosssignificant ranges. The Public Switched Telephone Network (PSTN) is anetwork with almost global reach. Significant portions of the PSTNcomprise a wired infrastructure. Portions of the PSTN comprise opticalfiber media. Other portions of the PSTN infrastructure may includemicrowave or radio frequency links communicating across a wirelessmedium. Wireless and cellular telephone networks interface to the PSTN.

The development of cellular networks has evolved over time. Initially,cellular networks only supported voice traffic. More recently, datatechnologies have been enabled across these networks. One of the earliercellular based data technologies was General Packet Radio Service(GPRS). GPRS is packet based wireless communication service thatprovides data communication services in the 50 to 100 Kilobit per second(Kbps) speed range. The GPRS standard is based on the Global System forMobile (GSM) standard and compliments existing services such as circuitswitched cellular phone connections and the Short Message Service (SMS).As used herein, the terms circuit switched and packet switched refer totypes of network connections. Circuit switched connections are typicallydedicated connections between users during the entirety of thecommunication. Packet switched refers to a connection in which packetsare routed across a network based on destination and source addresses ofthe packets.

Other cellular based data technologies exist and others are currentlyunder development, Enhanced Data GSM Environment (EDGE) is a faster datatransfer technology capable of data rates up to almost 400 Kbps. LikeGPRS, EDGE is based on the GSM standard and uses the GSM Time DivisionMultiple Access (TDMA) frame structure. Cellular or mobile based datatechnologies continue to evolve. The High Speed Downlink Packet Access(HDSPA) is one of the next steps in the evolution of the UniversalMobile Telecommunications Service (UMTS). The goal of UMTS is to provideup to 2 Megabits per second (Mbps) to the user which will allow thetransmission of text, video, voice multi-media and other services. OtherThird Generation (3G) cellular efforts are additionally based on the GSMarchitecture. The CDMA2000 based data services include Evolution DataOptimized (EV-DO) and 1X-EVDO may additionally be employed to practiceaspects of the present invention. (CDMA2000 is a registered trademark ofthe Telecommunications Industry Association).

Other types of data networks, may or may not interface with voicenetworks. These networks may have essentially global ranges, such as theInternet. These networks may include wireless metropolitan area networktechnologies such as the technology currently referred to as WiMax.Metropolitan area networks may include wired or optical media as well asa wireless medium. Local area networks may be wired, typically employingtwisted-pair wired media, or wireless. Wireless local area networks(WLANs) may include networks employing wireless technologies like DirectSequence Spread Spectrum (DSSS) or Orthogonal Frequency DivisionMultiplexing (OFDM). These two wireless technologies are currently thebasis for well known WLAN technologies commonly referred to as WiFi or802.11a, b, g, and n.

Wireless networks may additionally be classified as Wireless PersonalArea Networks (WPAN). Typically in WPAN technologies the data rates canbe quite significant but the ranges may be limited to under 20 meters.One example of WPAN technology includes a frequency hopping spreadspectrum technology, such as the technology currently known as BLUETOOTH(BLUETOOTH is a registered trademark of the Bluetooth Special InterestGroup). Other WPAN technologies that are currently under developmentinclude Ultra-Wideband, which currently is being implemented as animpulse technology, a DSS technology, and a frequency hopping OFDMtechnology. Still further short range wireless technologies includeRFID.

Some provided embodiment embodiments employ low range communicationtechnologies. These low range technologies may include the WPANtechnologies mentioned above or may comprise other low data rate lowrange communication transceivers.

Networks may be additionally, classified by structure. In client-servernetworks such as the one illustrated in FIG. 27, network 2010 maycomprise a number of servers 2020. Additionally, the network 2010 maycontain a number of clients 2030. Consistent with one embodiment of thepresent invention a client 2030 may forward data to and from a number ofwireless devices 2040. In this embodiment wireless device 2040 may beconfigured as an interactive play base-station, interactive dolls,handheld devices, interactive toys, or interactive clothing. In atypical client-server network 2010, clients 2030 communicate withservers 2020 over network 2010. Servers 2020 may be located locallywithin a particular business location where customer service interactionoccurs or servers 2020 may be remotely located. Additionally, network2010 may additionally comprise a number of computers 2060 which may beconfigured base stations in interactive play systems. Network 2010 mayalso include routers 2050 which route real-time business information tocomputers 2060 and wireless devices 2040. As illustrated in FIG. 27,network 2010 may comprise or additionally include the PSTN 2200.

An embodiment of an interactive play system is illustrated in FIG. 30.In this embodiment, a base-station 2180 is connected to a server 2160across a network 2010. As stated above, network 2010 can comprise anyform of network, but in an exemplary embodiment network 2010 is theInternet. Further, as illustrated base-station 2180 is connected to thenetwork 2010 with a wired medium such as a twisted pair cable. As isknown in the art this connection of the base-station 2180 to network2010 may be a wireless connection. It may additionally comprise aconnection through a router (not shown). Server 2160 is additionallyconnected to network 2010 and like the above base-station 2180connection, this connection may take many forms. As discussed above,base-station 2180 may take many forms such as doll station 24, base 40,or other devices illustrated in the above embodiments.

In one embodiment, base-station 2180 comprises a wireless communicationstransceiver and associated antenna. Base-station 2180 is configured tocommunicate across a wireless medium to a plurality of interactivedevices 2190. These interactive devices may include interactive dolls,accessories, handheld devices, articles of clothing, and otherinteractive toys. Further, base-station 2180 may communicate informationreceived from interactive devices 2190 to server 2020 across network2010. As illustrated server 2020 may include a database 2160. Inalternate embodiments, (not shown) database 2160 may reside on otherelectronic devices on network 2010.

The flow of data and functionality provided by various embodiments isillustrated in FIG. 28. Flow begins in block 2070 where a wirelessenabled interactive toy 2190 communicates a code to a base-station 2180.This communication may include an authentication code unique to theinteractive toy 2190, or alternatively may include an authenticationcode unique to a storage medium. In the embodiment where the code isassociated to an interactive toy 2190, it may serve to authenticate theinteractive toy 2190. In the embodiment were the code is associated to astorage medium, it may authenticate the data and/or software present onthe storage medium. Flow continues to block 2080 where base-station 2180communicates the code to server 2020 across network 2010. In block 2090the code is validated on server 2020. In some embodiments thisvalidation block is accomplished by submitting a query to a database2160 and verifying the code is found in the database and thereforeauthentic.

Flow continues to block 2100 where the server 2020 sends a validationmessage to base-station 2180 across network 2010. Once receiving anappropriate validation message from the server base-station 2180 sends avalidation message to interactive toy 2190 in block 2110. Flow continuesto block 2121 where functionality is enabled on interactive toy 2190.

In various embodiments, the wireless communication comprisestransmitting and receiving a wireless communications signal. As is knownin the art this wireless communication signal could take many forms.Exemplary forms include: a wireless local area network signal, awireless personal area network signal, a wireless metropolitan areanetwork signal, an orthogonal frequency division multiplexed wirelesssignal, a direct sequence spread spectrum wireless signal, a frequencyhopped spread spectrum wireless signal, and an impulse wireless signal.Further, base-station 2180 may comprise a number of devices, exemplarydevices include: a computer, a personal computer, an electronic device,a portable electronic device, a laptop computer, a desktop computer, apersonal digital assistant, and a handheld electronic device.

FIG. 29 illustrates another embodiment of a provided method. In thisembodiment, like the above embodiment, flow begins in block 2070 andcontinues through block 2120 in the same manner as the embodimentillustrated in FIG. 28. Flow then continues to block 2130 where anaccomplishment is communicated to base-station 2180 from an interactivetoy 2190. This accomplishment, in some embodiments is a point totalaccrued by interacting with interactive toy 2190 through variousactivities. These activities include, but are not limited to playactivities, or other interactions a user has with the interactive toy2190. In some embodiments these activities also comprise interactionsbetween interactive toys 2190. Flow continues to block 2140 where theaccomplishment is communicated to server 2020 across network 2010.

In block 2150 an enabling message is sent from server 2020 tobase-station 2180. In one embodiment this enabling message contains acode or other authentication mechanism that allows additionalfunctionality resident on an interactive toy 2190 to be enabled. Inother embodiments, this enabling message contains additional data and insome instances software that when executed by an interactive toy 2190impart new functionality to the interactive toy 2190. In block 2160 newinteractive toy 2190 functionality is enabled. The enablement of newfunctionality, in some embodiments, is accomplished by unlocking newfunctionality at a base-station 2180 where the new functionality may bestored on a storage medium suitable for use in an interactive toy 2190.As discussed above, various storage media are known and may be used topractice the current invention. Exemplary storage media include aremovable storage medium, a CD, a DVD and a memory module.

In another embodiment, base-station 2180 communicates the data andpotentially new software to the interactive toy 2190 through thewireless communication technology. In this embodiment, the data andsoftware imparting the new functionality may be stored in the internalmemory of the interactive toy 2190. TAs is known in the art, thisinternal memory may be in the form of removable memory, non-removablememory, ROM, or RAM.

One feature of this embodiment, is as a user interacts and plays withinteractive toy 2190, additional functionality is imparted the system.For example, a user may play with an interactive doll 22 in a mannerdescribed above, and accrue accomplishment points. The user may then puton an article of interactive clothing, such as shoes, and an interactiveback-pack. When the user approaches another interactive toy 2190 user,the interactive toys may “recognize” each other and allow the users tointeract. When the users return to their respective base-station 2180,the points accrued from the interaction are “uploaded” to server 2020across network 2010. Once the accomplishment points reach apredetermined level, additional functionality is imparted to theinteractive toys 2190. In this manner the user is encouraged to find andinteract with other users of the interactive toy system, and rewardedwhen the interaction occurs.

An embodiment of a base-station 2180 is illustrated in FIG. 31. In thisembodiment, base station 2180 comprises a network connection 2210 forconnecting base-station 2180 to a network, like the Internet. Asillustrated, network connection 2210 is a wireless network connectioncommunicating with wireless router 2050. In other embodiments,base-station may communicate with a router 2050 through a wired media,such as twisted-pair cable. In other embodiments, router 2050 may not bepresent and base-station 2180 may communicate directly with network2010. Base-station 2180 further comprises a processor 2230, memory 2240,a storage media 2180, and an Input/Output (I/O) port 2220. Base station2180 further comprises a wireless transceiver 2260 and antenna 2270 forcommunication with interactive toys 2190.

In one embodiment, storage media 2250 contains a set of machineexecutable instructions that, when executed by processor 2210 configurebase station 2180 to function as described in the flow chartsillustrated in FIGS. 28 and 29. As discussed above, in embodiments wherenew functionality is to be downloaded from server 2020 across network2010, the new functionality may be transmitted to the interactive toys2190 or in alternate embodiments written to removable storage mediathrough I/O port 2220. As is known in the art I/O port may be any formof port which allows data and in some instances software to be writtento removable media. As discussed above, exemplary media include CD Romand DVDs. Other media are known in the art and may be used to practicethe current invention.

Another embodiment of an interactive play system includes a handheldelectronic device and an interactive doll 22. In this embodiment, thehand held electronic device may be configured to allow a user to play avideo game. The doll may be a doll as described above but furthercomprises a plurality of controls such as buttons or knobs. The controlsare used to configure the doll into various positions. For example,interacting with a knob may cause the doll to twist, while interactionwith another control, such as a button, may cause the doll to spin orduck. Each control is associated with a unique action. In thisembodiment actions taken in the video game may be supplemented bymovements by the doll. For example, a user may be playing an actionvideo game where the character in the video game is involved in a fightscene. In a situation where the video character needs to dodge or spinto avoid an action within the game, the user may pause the game, andinteract with a control on the doll. This action repositions the dolland the character in the video game.

In this embodiment, the control action selected by the user indicates aunique action. Data related to this unique action is communicated viawireless communication to the handheld electronic device. When thehandheld electronic device receives the data, the game-play is adaptedaccording to this data. In another embodiment, the system includes thebase station, once the user interacts with a control, the dollcommunicates the interaction to the base station which communicates theaction to the handheld device and the character in the game respondsaccordingly.

Thus, it is seen that a system, method and apparatus for interactiveplay are provided. One skilled in the art will appreciate that thepresent invention can be practiced by other than the above-describedembodiments, which are presented in this description for purposes ofillustration and not of limitation. The specification and drawings arenot intended to limit the exclusionary scope of this patent document. Itis noted that various equivalents for the particular embodimentsdiscussed in this description may practice the invention as well. Thatis, while the present invention has been described in conjunction withspecific embodiments, it is evident that many alternatives,modifications, permutations and variations will become apparent to thoseof ordinary skill in the art in light of the foregoing description.Accordingly, it is intended that the present invention embrace all suchalternatives, modifications and variations as fall within the scope ofthe appended claims. The fact that a product, process or method exhibitsdifferences from one or more of the above-described exemplaryembodiments does not mean that the product or process is outside thescope (literal scope and/or other legally-recognized scope) of thefollowing claims.

1. A method of providing an interactive experience comprisingcommunicating a code from an interactive toy to a base-station;communicating the code from the base-station to a server on a network;validating the code on the server; communicating a first validationmessage from the server to the base-station; communicating a secondvalidation message from the base-station to the interactive toy; andenabling functionality on the toy based on receiving the secondvalidation message.
 2. The method of claim 1, wherein a functionality ofthe interactive toy is configurable.
 3. The method of claim 1, whereinthe code is a unique code associated with the toy.
 4. The method ofclaim 1, wherein the communication of the code from the toy to the basestation comprises transmitting a wireless communications signal from thetoy and receiving the wireless communications signal at the basestation, the wireless communications signal comprising the code.
 5. Themethod of claim 4, wherein the wireless communications signal comprisesa signal selected from a group consisted of: a wireless local areanetwork signal, a wireless personal area network signal, a wirelessmetropolitan area network signal, an orthogonal frequency divisionmultiplexed wireless signal, a direct sequence spread spectrum wirelesssignal, a frequency hopped spread spectrum wireless signal, and animpulse wireless signal.
 6. The method of claim 1, wherein thebase-station comprises a device selected from a group consisting of: acomputer, a personal computer, an electronic device, a portableelectronic device, a laptop computer, a desktop computer, a personaldigital assistant, and a handheld electronic device.
 7. The method ofclaim 1, wherein the network comprises a network selected from a groupconsisting of: a wireless local area network, a wireless personal areanetwork, a wireless metropolitan area network, a public switchedtelephone network, a cellular network, a local area network, a personalarea network, a metropolitan area network, and the Internet.
 8. Themethod of claim 1, wherein validating the code comprises executing aquery on a database.
 9. The method of claim 8, wherein the databaseresides at a location, the location comprising a location selected froma group consisting of: a location on the server, a location on thenetwork, and location on another electronic device on the network. 10.The method of claim 1, wherein the server comprises a device selectedfrom a group consisting of: a computer, a personal computer, a desktopcomputer, a personal electronic device, a portable electronic device, alaptop computer and a personal digital assistant.
 11. The method ofclaim 1, wherein the first and second validation messages contain thesame data.
 12. The method of claim 1, wherein the first and secondvalidation messages contain different data.
 13. The method of claim 1,wherein the interactive toy comprises a processor, a memory, and astorage medium and the enabling of functionality comprises executing aset of instructions on the processor, the set of instructions stored onthe storage medium.
 14. The method of claim 13, wherein the storagemedium comprises a storage medium selected from a group consisting of: aremovable storage medium, a non-removable storage medium, a CD, a DVD,and a memory module.
 15. The method of claim 13, wherein the code is aunique code associated with the storage medium.
 16. The method of claim1, wherein the interactive toy comprises a device selected from a groupconsisting of: a doll, a handheld electronic device, a portableelectronic device comprising a video display, a portable electronicdevice comprising a speaker, an article of clothing, a backpack, and aportable item.
 17. The method of claim 1, further comprisingcommunicating an accomplishment from the interactive toy to thebase-station; communicating the accomplishment from the base-station tothe server; communicating an enabling message from the server to thebase-station; and enabling different functionality on the interactivetoy based on receipt of the enabling message.
 18. The method of claim17, wherein the interactive toy is a first interactive toy and theaccomplishment is the base-station receiving a communication signal froma second interactive toy.
 19. The method of claim 18, wherein the secondinteractive toy comprises a device selected from a group consisting of:a doll, a handheld electronic device, a portable electronic devicecomprising a video display, a portable electronic device comprising aspeaker, an article of clothing, a backpack, and a portable item. 20.The method of claim 17, wherein the accomplishment comprises a total ofpoints accrued through interaction with the toy.
 21. The method of claim17, wherein the accomplishment comprises the achievement of a higherlevel of interaction with the toy.
 22. The method of claim 17, whereinthe interactive toy comprises a processor, a memory, and a storagemedium and the enabling of different functionality comprises executing aset of instructions on the processor, the set of instructions stored onthe storage medium.
 23. The method of claim 22, wherein the storagemedium comprises a storage medium selected from a group consisting of: aremovable storage medium, a non-removable storage medium, a CD, a DVD,and a memory module.
 24. The method of claim 17, wherein thebase-station and the interactive toy each comprise a processor and aportable storage medium drive, the enabling of different functionalitycomprising enabling the base-station portable medium drive to write aset of processor executable instructions to a portable medium, the setof processor executable instructions sufficient to configure theinteractive toy with different functionality when executed by theinteractive toy's processor.
 25. The method of claim 17, wherein theinteractive toy comprises a processor, a memory, the enabling messagecomprises data and enabling of different functionality comprisestransferring the data to the interactive toy.
 26. A computer softwareproduct comprising: a storage medium, the storage medium containing aset of executable instructions that when executed by a processorconfigure a base-station to: receive a code from an interactive toy;communicate the code to a server on a network; receive a validationmessage from the server; and enable functionality on the interactivetoy.
 27. The computer software product of claim 26, wherein afunctionality of the interactive toy is configurable.
 28. The computersoftware product of claim 26, wherein the code is a unique codeassociated with the interactive toy.
 29. The computer software productof claim 26, wherein receiving of the code from the toy comprisesreceiving a wireless communications signal from the toy, the wirelesscommunications signal comprising the code.
 30. The computer softwareproduct of claim 29, wherein the wireless communications signalcomprises a signal selected from a group consisted of: a wireless localarea network signal, a wireless personal area network signal, a wirelessmetropolitan area network signal, an orthogonal frequency divisionmultiplexed wireless signal, a direct sequence spread spectrum wirelesssignal, a frequency hopped spread spectrum wireless signal, and animpulse wireless signal.
 31. The computer software product of claim 26,wherein the base-station comprises a device selected from a groupconsisting of: a computer, a personal computer, an electronic device, aportable electronic device, a laptop computer, a desktop computer, apersonal digital assistant, and a handheld electronic device.
 32. Thecomputer software product of claim 26, wherein the network comprises anetwork selected from a group consisting of: a wireless local areanetwork, a wireless personal area network, a wireless metropolitan areanetwork, a public switched telephone network, a cellular network, alocal area network, a personal area network, a metropolitan areanetwork, and the Internet.
 33. The computer software product of claim26, wherein the server comprises a device selected from a groupconsisting of: a computer, a personal computer, a desktop computer, apersonal electronic device, a portable electronic device, a laptopcomputer and a personal digital assistant.
 34. The computer softwareproduct of claim 26, wherein the interactive toy comprises a processor,a memory, and a storage medium and the enabling of functionalitycomprises executing a set of instructions on the processor, the set ofinstructions stored on the storage medium.
 35. The computer softwareproduct of claim 34, wherein the storage medium comprises a storagemedium selected from a group consisting of: a removable storage medium,a non-removable storage medium, a CD, a DVD, and a memory module. 36.The computer software product of claim 34, wherein the code is a uniquecode associated with the storage medium.
 37. The computer softwareproduct of claim 26, wherein the interactive toy comprises a deviceselected from a group consisting of: a doll, a handheld electronicdevice, a portable electronic device comprising a video display, aportable electronic device comprising a speaker, an article of clothing,a backpack, and a portable item.
 38. The computer software product ofclaim 26, wherein the configuration of the base-station furthercomprises a configuration to: receive an accomplishment from theinteractive toy at the base-station; communicate the accomplishment fromthe base-station to the server; receive an enabling message from theserver at the base-station; and enable different functionality on theinteractive toy based on receipt of the enabling message.
 39. Thecomputer software product of claim 38, wherein the interactive toy is afirst interactive toy and the accomplishment is the base-stationreceiving a communication signal from a second interactive toy.
 40. Thecomputer software product of claim 39, wherein the second interactivetoy comprises a device selected from a group consisting of: a doll, ahandheld electronic device, a portable electronic device comprising avideo display, a portable electronic device comprising a speaker, anarticle of clothing, a backpack, and a portable item.
 41. The computersoftware product of claim 38, wherein the accomplishment comprises atotal of points accrued through interaction with the toy.
 42. Thecomputer software product of claim 38, wherein the accomplishmentcomprises the achievement of a higher level of interaction with the toy.43. The computer software product of claim 38, wherein the interactivetoy comprises a processor, a memory, and a storage medium and theenabling of different functionality comprises executing a set ofinstructions on the processor, the set of instructions stored on thestorage medium.
 44. The computer software product of claim 38, whereinthe storage medium comprises a storage medium selected from a groupconsisting of: a removable storage medium, a non-removable storagemedium, a CD, a DVD, and a memory module.
 45. The computer softwareproduct of claim 38, wherein the base-station and the interactive toyeach comprise a processor and a portable storage medium drive, theenabling of different functionality comprising enabling the base-stationportable medium drive to write a set of processor executableinstructions to a portable medium, the set of processor executableinstructions sufficient to configure the interactive toy with differentfunctionality when executed by the interactive toy's processor.
 46. Thecomputer software product of claim 38, wherein the interactive toycomprises a processor, a memory, the enabling message comprises data andenabling of different functionality comprises transferring the data tothe interactive toy.
 47. A base-station apparatus comprising: aprocessor; a memory coupled to the processor; a storage media coupled tothe memory and the processor; a network connection coupled to theprocessor and to a network; a wireless transceiver coupled to the memoryand the processor, the wireless transceiver configured to transmit andreceive wireless communication signals from a plurality of interactivetoys; wherein the storage media contains a set of machine executableinstructions that when executed by the processor configure theinteractive play apparatus to: receive a code from at least one of theplurality of interactive toys; communicate the code to a server on thenetwork; receive a validation message from the server; and enablefunctionality on the interactive toy.
 48. The base-station of claim 47,wherein a functionality of at least one of the plurality of theinteractive toys is configurable.
 49. The base-station of claim 47,wherein the code is a unique code associated with the interactive toy.50. The base-station of claim 47, wherein receiving of the code from thetoy comprises receiving a wireless communications signal from the toy,the wireless communications signal comprising the code.
 51. Thebase-station of claim 50, wherein the wireless communications signalcomprises a signal selected from a group consisted of: a wireless localarea network signal, a wireless personal area network signal, a wirelessmetropolitan area network signal, an orthogonal frequency divisionmultiplexed wireless signal, a direct sequence spread spectrum wirelesssignal, a frequency hopped spread spectrum wireless signal, and animpulse wireless signal.
 52. The base-station of claim 47, wherein thebase-station comprises a device selected from a group consisting of: acomputer, a personal computer, an electronic device, a portableelectronic device, a laptop computer, a desktop computer, a personaldigital assistant, and a handheld electronic device.
 53. Thebase-station of claim 47, wherein the network comprises a networkselected from a group consisting of: a wireless local area network, awireless personal area network, a wireless metropolitan area network, apublic switched telephone network, a cellular network, a local areanetwork, a personal area network, a metropolitan area network, and theInternet.
 54. The base-station of claim 47, wherein the server comprisesa device selected from a group consisting of: a computer, a personalcomputer, a desktop computer, a personal electronic device, a portableelectronic device, a laptop computer and a personal digital assistant.55. The base-station of claim 47, wherein at least one of the pluralityof interactive toys comprises a processor, a memory, and a storagemedium and the enabling of functionality comprises executing a set ofinstructions on the processor, the set of instructions stored on thestorage medium.
 56. The base-station of claim 55, wherein theinteractive toy's storage medium comprises a storage medium selectedfrom a group consisting of: a removable storage medium, a non-removablestorage medium, a CD, a DVD, and a memory module.
 57. The base-stationof claim 55, wherein the code is a unique code associated with the toy'sstorage medium.
 58. The base-station of claim 47, wherein theinteractive toy comprises a device selected from a group consisting of:a doll, a handheld electronic device, a portable electronic devicecomprising a video display, a portable electronic device comprising aspeaker, an article of clothing, a backpack, and a portable item. 59.The base-station of claim 47, wherein the configuration of thebase-station further comprises a configuration to: receive anaccomplishment from at least one of the plurality of interactive toys atthe base-station; communicate the accomplishment from the base-stationto the server; receive an enabling message from the server at thebase-station; and enable different functionality on the interactive toybased on receipt of the enabling message.
 60. The base-station of claim59, wherein the interactive toy is a first interactive toy and theaccomplishment is the base-station receiving a communication signal froma second interactive toy.
 61. The base-station of claim 60, wherein thesecond interactive toy comprises a device selected from a groupconsisting of: a doll, a handheld electronic device, a portableelectronic device comprising a video display, a portable electronicdevice comprising a speaker, an article of clothing, a backpack, and aportable item.
 62. The base-station of claim 59, wherein theaccomplishment comprises a total of points accrued through interactionwith the toy.
 63. The base-station of claim 59, wherein theaccomplishment comprises the achievement of a higher level ofinteraction with the toy.
 64. The base-station of claim 59, wherein atleast one of the plurality of interactive toys comprises a processor, amemory, and a storage medium and the enabling of different functionalitycomprises executing a set of instructions on the toy's processor, theset of instructions stored on the toy's storage medium.
 65. Thebase-station of claim 64, wherein the toy's storage medium comprises astorage medium selected from a group consisting of: a removable storagemedium, a non-removable storage medium, a CD, a DVD, and a memorymodule.
 66. The base-station of claim 59, wherein the base-station andat least one of the plurality of interactive toys each comprise aprocessor and a portable storage medium drive, the enabling of differentfunctionality comprising enabling the base-station portable medium driveto write a set of processor executable instructions to a portablemedium, the set of processor executable instructions sufficient toconfigure the interactive toy with different functionality when executedby the interactive toy's processor.
 67. The base-station of claim 59,wherein at least one of the plurality of interactive toys comprises aprocessor, a memory, the enabling message comprises data and enabling ofdifferent functionality comprises transferring the data to theinteractive toy.
 68. An interactive toy comprising: a processor; amemory; a storage medium; and a communication transceiver, wherein thestorage medium contains a set of executable instructions that whenexecuted by the processor configure the interactive toy to: communicatea code to a base-station; receive an enabling message from thebase-station, the enabling message originating from a server on anetwork connected to the base-station; enable interactive toyfunctionality based on receiving the enabling message from thebase-station.
 69. The interactive toy of claim 68, wherein thefunctionality of the interactive toy is configurable.
 70. Theinteractive toy of claim 68, wherein the code is a unique codeassociated with the interactive toy.
 71. The interactive toy of claim68, wherein the communication of the code comprises transmitting awireless communication signal from the toy to the base station, thewireless communication signal comprising the code.
 72. The interactivetoy of claim 71, wherein the wireless communications signal comprises asignal selected from a group consisted of: a wireless local area networksignal, a wireless personal area network signal, a wireless metropolitanarea network signal, an orthogonal frequency division multiplexedwireless signal, a direct sequence spread spectrum wireless signal, afrequency hopped spread spectrum wireless signal, and an impulsewireless signal.
 73. The interactive toy of claim 68, wherein thebase-station comprises a device selected from a group consisting of: acomputer, a personal computer, an electronic device, a portableelectronic device, a laptop computer, a desktop computer, a personaldigital assistant, and a handheld electronic device.
 74. The interactivetoy of claim 68, wherein the network comprises a network selected from agroup consisting of: a wireless local area network, a wireless personalarea network, a wireless metropolitan area network, a public switchedtelephone network, a cellular network, a local area network, a personalarea network, a metropolitan area network, and the Internet.
 75. Theinteractive toy of claim 68, wherein the server comprises a deviceselected from a group consisting of: a computer, a personal computer, adesktop computer, a personal electronic device, a portable electronicdevice, a laptop computer and a personal digital assistant.
 76. Theinteractive toy of claim 68, wherein the storage medium comprises astorage medium selected from a group consisting of: a removable storagemedium, a non-removable storage medium, a CD, a DVD, and a memorymodule.
 77. The interactive toy of claim 68, wherein the code is aunique code associated with the storage medium.
 78. The interactive toyof claim 68, wherein the interactive toy comprises a device selectedfrom a group consisting of: a doll, a handheld electronic device, aportable electronic device comprising a video display, a portableelectronic device comprising a speaker, an article of clothing, abackpack, and a portable item.
 79. The interactive toy of claim 68,wherein the configuration of the interactive toy further comprises aconfiguration to communicate an accomplishment from the interactive toyto the base-station; and enable different functionality on theinteractive toy.
 80. The interactive toy of claim 79, wherein theinteractive toy is a first interactive toy and the accomplishment is theinteracting with a second interactive toy.
 81. The interactive toy ofclaim 80, wherein the second interactive toy comprises a device selectedfrom a group consisting of: a doll, a handheld electronic device, aportable electronic device comprising a video display, a portableelectronic device comprising a speaker, an article of clothing, abackpack, and a portable item.
 82. The interactive toy of claim 79,wherein the accomplishment comprises a total of points accrued throughinteraction with the toy.
 83. The interactive toy of claim 79, whereinthe accomplishment comprises the achievement of a higher level ofinteraction with the toy.
 84. The interactive toy of claim 79, whereinthe enabling of different functionality comprises executing a set ofinstructions on the processor, the set of instructions stored on thestorage medium.
 85. The interactive toy of claim 68, wherein thebase-station comprises a processor and a portable storage medium drive,the enabling of different functionality comprising enabling thebase-station portable medium drive to write a set of processorexecutable instructions to a portable medium, the set of processorexecutable instructions sufficient to configure the interactive toy withdifferent functionality when executed by the interactive toy'sprocessor.
 86. An interactive play system comprising: a doll, the dollconfigured with a plurality of controls, each of the plurality ofcontrols capable of controlling the doll to take a unique physicalaction the doll further configured with a first communicationstransceiver; and a handheld electronic device, the handheld electronicdevice comprising controls a display, a processor, a secondcommunications transceiver; a storage medium, the storage mediumconfigured with a set of processor executable instructions that whenexecuted by the processor configure the handheld device to allow a userto play a video game; wherein the electronic device is furtherconfigured to receive a first communication signal and adapt the play ofthe video game based on the received communication signal.
 87. Theinteractive play system of claim 86, wherein the plurality of controlscomprises knobs and push-buttons.
 88. The interactive play system ofclaim 86, wherein the unique actions are selected from a groupconsisting of: a twist, a spin, and a duck down action.
 89. Theinteractive play system of claim 86, wherein the first communicationstransceiver is configured to transmit the first communication signalcontaining data related to a unique action.
 90. The Interactive playsystem of claim 86, further comprising a base station, the base stationcomprising a third communication transceiver, the third communicationtransceiver configured to receive a second communication signal from thedoll and transmit the first communication signal to the handheldelectronic device, the first and second communications signalscontaining data related to a unique action.